#version  300 es
precision mediump float;
out vec4 color;
in vec2 outCoord;
uniform sampler2D texture1;

void main() {

//    if(outCoord.x<0.5&&outCoord.y<0.5){
//        outCoord.x*=2;
//        outCoord.y*=2;
        color = texture(texture1,outCoord);
//        float average = 0.2126 * color1.r + 0.7152 * color1.g + 0.0722 * color1.b;
//        color = vec4(average, average, average, 1.0);
//    }

//    if(outCoord.x>0.5&&outCoord.y>0.5){
//        color = vec4(0.15,0.25,0.9,1.0);
//    }


}
